Gah - a solution with more questions. – EntropicLqd
UE1:Mover properties (UT)
Contents
- 1 Property group 'Mover'
- 1.1 bDamageTriggered
- 1.2 bDynamicLightMover
- 1.3 BrushRaytraceKey
- 1.4 bSlave
- 1.5 bTriggerOnceOnly
- 1.6 BumpEvent
- 1.7 BumpType
- 1.8 bUseTriggered
- 1.9 DamageThreshold
- 1.10 DelayTime
- 1.11 EncroachDamage
- 1.12 KeyNum
- 1.13 MoverEncroachType
- 1.14 MoverGlideType
- 1.15 MoveTime
- 1.16 NumKeys
- 1.17 OtherTime
- 1.18 PlayerBumpEvent
- 1.19 ReturnGroup
- 1.20 StayOpenTime
- 1.21 WorldRaytraceKey
- 2 Property group 'MoverSounds'
- 3 Internal variables
- 3.1 BasePos
- 3.2 BaseRot
- 3.3 bClientPause
- 3.4 bDelaying
- 3.5 bOpening
- 3.6 bPlayerOnly
- 3.7 ClientUpdate
- 3.8 Follower
- 3.9 KeyPos
- 3.10 KeyRot
- 3.11 Leader
- 3.12 myMarker
- 3.13 numTriggerEvents
- 3.14 OldPos
- 3.15 OldPrePivot
- 3.16 OldRot
- 3.17 PrevKeyNum
- 3.18 RealPosition
- 3.19 RealRotation
- 3.20 RecommendedTrigger
- 3.21 SavedPos
- 3.22 SavedRot
- 3.23 SavedTrigger
- 3.24 SimInterpolate
- 3.25 SimOldPos
- 3.26 SimOldRotPitch
- 3.27 SimOldRotRoll
- 3.28 SimOldRotYaw
- 3.29 TriggerActor
- 3.30 TriggerActor2
- 3.31 WaitingPawn
- 4 Default values
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==Properties== (unfortunately nothing is explained = no examples)
Property group 'Mover'
bDamageTriggered
Type: bool
Triggered by taking damage
bDynamicLightMover
Type: bool
Apply dynamic lighting to mover.
BrushRaytraceKey
Type: byte
Modifiers: const
bSlave
Type: bool
This brush is a slave.
bTriggerOnceOnly
Type: bool
Go dormant after first trigger.
BumpEvent
Type: name
Optional event to cause when any valid bumper bumps the mover.
BumpType
Type: EBumpType
bUseTriggered
Type: bool
Triggered by player grab
DamageThreshold
Type: float
minimum damage to trigger
DelayTime
Type: float
EncroachDamage
Type: int
KeyNum
Type: byte
Current or destination keyframe.
MoverEncroachType
Type: EMoverEncroachType
Default value: ME_ReturnWhenEncroach
MoverGlideType
Type: EMoverGlideType
Default value: MV_GlideByTime
MoveTime
Type: float
Time to spend moving between keyframes.
Default value: 1.0
NumKeys
Type: byte
Modifiers: const
Number of keyframes in total (0-3).
Default value: 2
OtherTime
Type: float
TriggerPound stay-open time.
PlayerBumpEvent
Type: name
Optional event to cause when the player bumps the mover.
ReturnGroup
Type: name
if none, same as tag
StayOpenTime
Type: float
How long to remain open before closing.
Default value: 4.0
WorldRaytraceKey
Type: byte
Modifiers: const
Raytrace the world with the brush here.
Property group 'MoverSounds'
ClosedSound
Type: Sound
When finish closing.
ClosingSound
Type: Sound
When start closing.
MoveAmbientSound
Type: Sound
OpenedSound
Type: Sound
When finished opening.
OpeningSound
Type: Sound
When start opening.
Internal variables
BasePos
Type: Object.Vector
BaseRot
Type: Object.Rotator
bClientPause
Type: bool
bDelaying
Type: bool
bOpening
Type: bool
bPlayerOnly
Type: bool
ClientUpdate
Type: int
Follower
Type: Mover
KeyPos
Type: Object.Vector
Array size: 8
KeyRot
Type: Object.Rotator
Array size: 8
Leader
Type: Mover
for having multiple movers return together
myMarker
Type: NavigationPoint
numTriggerEvents
Type: int
number of times triggered ( count down to untrigger )
OldPos
Type: Object.Vector
OldPrePivot
Type: Object.Vector
OldRot
Type: Object.Rotator
PrevKeyNum
Type: byte
Previous keyframe.
RealPosition
Type: Object.Vector
RealRotation
Type: Object.Rotator
RecommendedTrigger
Type: Trigger
SavedPos
Type: Object.Vector
SavedRot
Type: Object.Rotator
SavedTrigger
Type: Actor
Who we were triggered by.
SimInterpolate
Type: Object.Vector
SimOldPos
Type: Object.Vector
SimOldRotPitch
Type: int
SimOldRotRoll
Type: int
SimOldRotYaw
Type: int
TriggerActor
Type: Actor
TriggerActor2
Type: Actor
WaitingPawn
Type: Pawn
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockActors | True |
bBlockPlayers | True |
bCollideActors | True |
bHidden | False |
bIsMover | True |
bStatic | False |
CollisionHeight | 160.0 |
CollisionRadius | 160.0 |
InitialState | BumpOpenTimed |
NetPriority | 2.7 |
Physics | PHYS_MovingBrush |
RemoteRole | ROLE_SimulatedProxy |
SoundVolume | 228 |
TransientSoundVolume | 3.0 |